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Everything posted by biostem
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I'm game for a prestige power that basically acts the same as the jump pack or steam jump, without any back piece or effect...
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Remove rooting from costume change emotes
biostem replied to terrrmus's topic in Suggestions & Feedback
I'm not against it, but wouldn't you get stuck in a weird sliding animation, as most have you in a standing position? Perhaps they could add various "burst" effects to use a costume change emotes, (for instance, I use the energy morph one a lot, and perhaps the energy ball/sphere effect could be divorced from the crouching animation). -
I honestly was not aware that you could manually sort your characters, so thank you for bringing that to my attention! That being said, I would still like some more sorting options. Thanks again!
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I tend to jump between many alts, (mostly to work on costumes or try different character concepts out), and my character roster has grown quite large. I thought I'd put it out there that I'd love to be able to have an "order of most recently played", "creation date", and other such sorting options, (perhaps by AT, hero/villain, alphabetically, etc). Perhaps an option to tag certain characters as "favorites", and have them bumped to the front of the list, could also or alternatively be implemented. Your thoughts & thanks for reading!
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Awesome costume! Reminds me of the MAD logo from Inspector gadget...
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High-tech meets high society, as this young woman makes her debut not only to the upper crust, but also to the mean streets of Paragon City. I present to you, the "Commandant Debutante": commandantdebutante4.costume
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I'm rather fond of oranges and browns, so this one was quite fun for me. Here is "Wicked Sharpe": wicked sharpe1.costume
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My first question would be just how powerful or mundane you want the character to be. If you want to keep them fairly "grounded" or "street-level" in terms of power, an archery/invulnerability sentinel could work. If you want the character to be a bit more powerful and flashy, then perhaps an archery/electricity manipulation blaster could work. If you're looking for a more sinister feeling, consider an archery/dark miasma corruptor, (or swap around the powersets and play a defender). Hope those give you something to start from. Cheers!
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Isn't the origin just the starting point of your character? I mean, you may have started off as a "mere human" fighting Skulls and Hellions with a bow, arrows, and some training, but by the time you are fighting those demigods, you've far exceeded what any baseline human can do. And it need not be by such obvious means, either - maybe you really are just that damned lucky!
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Another MM command: Attack my present target
biostem replied to MsSmart's topic in Suggestions & Feedback
You could bind a key combination like alt+left click to have them attack the target, and it should leave you with that enemy targeted as well. If you alt+left click another target, they'll move on to that one as well... -
There is no mass-deletion function, AFAIK. You could always create an entirely new account and email stuff to that, though.
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Really great use of those pants/shorts! Love the colors, too. Cheers!
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Suggestion: Wrist/Palm/Hand-based Animations for Beam Rifle
biostem replied to RunoKnows's topic in Suggestions & Feedback
Here's an odd idea: If you look at the below image, you can see the position of the beam rifle. Now, imagine if we left the animation the same, but instead of displaying the rifle model, we replaced it with with fairly chunky "gauntlets" with emitters/beam ports/etc pointing in the right direction for the shot. It may be a little wonky to get everything to line up correctly, but I think you could pull it off... -
No need to click one by one, though; Juts do /bind keynamehere "powexectoggleon powernamehere$$powexectoggleon otherpowernamehere$$powexectoggleon anotherpowernamehere" Then you just need to press 1 key a few times to toggle everything on.
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Well, enemies have their level numbers listed already, so as long as you are aware of your own level, the calculation should be pretty simple to make. That being said, it doesn't seem like it should be too difficult to have a small space that lists (EnemyLevel-PlayerLevel)...
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Fantastic costume! I created a patriotic spider-themed character on Champions Online, so I figured now is as good a time as any to attempt his creation here on CoH. He is known as "The US Arachnid": us arachnid2.costume
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I've had a bit of "character-creator's block", but I think this one turned out pretty well. I present to you, "The Wyld Warden": Wyld Warden.costume
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Let's assume for a moment that the way the game tracks player positions is via an invisible "box" that surrounds your customer, (now I know it's more complicated than that, but just bear with me for the moment). This box can be designated as "solid", (i.e. other such boxes cannot pass through it), or permeable, (other objects can pass through). It's not just a matter of toggling some feature on or off to change this behavior. There are consequences that may result from just switching it off.
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I'm not disagreeing with you, but I don't think you can just "toggle off" the collision detection, (short of having none, I suppose, which may result in you falling through the floor or going "out of bounds").
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Perhaps it was a simpler, less network-intensive implementation to go with back in 2004. Keeping track of someone's rectangular prism instead of the totality of their polygons was probably decided from a pragmatic standpoint...